]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
this patch adds a number of stereo viewing modes (shutter glasses and video glasses...
[xonotic/darkplaces.git] / gl_rmain.c
index 35e975988dd9d1f10847ae27af8061fd7672bc38..36a3905184af985e23b51c2316576b01965b63b5 100644 (file)
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
 // used for dlight push checking and other things
 int r_framecount;
@@ -38,12 +39,24 @@ qboolean envmap;
 
 float r_farclip;
 
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
 // view origin
 vec3_t r_vieworigin;
 vec3_t r_viewforward;
 vec3_t r_viewleft;
 vec3_t r_viewright;
 vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
 
 //
 // screen size info
@@ -53,15 +66,14 @@ refdef_t r_refdef;
 // 8.8 fraction of base light value
 unsigned short d_lightstylevalue[256];
 
+cvar_t r_showtris = {0, "r_showtris", "0"};
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
 cvar_t r_fullbright = {0, "r_fullbright","0"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
 cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
@@ -134,7 +146,7 @@ static void R_TimeRefresh_f (void)
 
        VectorCopy(oldangles, cl.viewangles);
        intimerefresh = 0;
-       Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
 vec3_t fogcolor;
@@ -142,7 +154,7 @@ vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
 {
        if (gamemode == GAME_NEHAHRA)
        {
@@ -229,7 +241,7 @@ void gl_main_newmap(void)
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = FS_LoadFile(entname, true)))
+                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -247,48 +259,35 @@ void GL_Main_Init(void)
 // FIXME: move this to client?
        FOG_registercvars();
        Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
-       Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
        Cvar_RegisterVariable(&r_textureunits);
-       Cvar_RegisterVariable(&r_shadow_cull);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_watershader);
        Cvar_RegisterVariable(&r_drawcollisionbrushes);
-       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
-       VectorCopy(origin, r_farclip_origin);
-       VectorCopy(direction, r_farclip_direction);
-       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
-       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
-       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
-       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
-       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
 
 // enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 {
        float d;
        d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
@@ -299,8 +298,23 @@ void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 }
 
 // return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
 {
+       int i;
+
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+       if (cl.worldmodel)
+               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+       
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
@@ -404,8 +418,6 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
-
 //==================================================================================
 
 static void R_MarkEntities (void)
@@ -417,9 +429,6 @@ static void R_MarkEntities (void)
        Matrix4x4_CreateIdentity(&ent->matrix);
        Matrix4x4_CreateIdentity(&ent->inversematrix);
 
-       if (cl.worldmodel)
-               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
        if (!r_drawentities.integer)
                return;
 
@@ -436,10 +445,7 @@ static void R_MarkEntities (void)
                if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
                 && !VIS_CullBox(ent->mins, ent->maxs)
                 && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
-               {
                        ent->visframe = r_framecount;
-                       R_FarClip_Box(ent->mins, ent->maxs);
-               }
        }
 }
 
@@ -511,296 +517,37 @@ void R_DrawModels(void)
        }
 }
 
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
-{
-       vec3_t relativelightorigin;
-       // rough checks
-       if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2])))
-       {
-               Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
-               ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
-       }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-void R_ShadowVolumeLighting(int visiblevolumes)
+static void R_SetFrustum(void)
 {
-       int i;
-       entity_render_t *ent;
-       int lnum;
-       float f, lightradius, cullradius;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
-       worldlight_t *wl;
-       rdlight_t *rd;
-       rmeshstate_t m;
-       matrix4x4_t matrix;
-       matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
-       matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-
-       if (visiblevolumes)
-       {
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
-
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(0.0, 0.0125, 0.1, 1);
-       }
-       else
-               R_Shadow_Stage_Begin();
-       shadowframecount++;
-       if (r_shadow_realtime_world.integer)
-       {
-               R_Shadow_LoadWorldLightsIfNeeded();
-               for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
-               {
-                       if (d_lightstylevalue[wl->style] <= 0)
-                               continue;
-                       if (VIS_CullBox(wl->mins, wl->maxs))
-                               continue;
-                       if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                               continue;
-                       if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
-                               continue;
-
-                       cullradius = wl->cullradius;
-                       lightradius = wl->lightradius;
-                       VectorCopy(wl->mins, clipmins);
-                       VectorCopy(wl->maxs, clipmaxs);
-
-                       f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-                       VectorScale(wl->light, f, lightcolor);
-                       if (wl->selected)
-                       {
-                               f = 2 + sin(realtime * M_PI * 4.0);
-                               VectorScale(lightcolor, f, lightcolor);
-                       }
-
-                       if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
-                       {
-                               if (!visiblevolumes)
-                                       R_Shadow_Stage_ShadowVolumes();
-                               ent = &cl_entities[0].render;
-                               if (r_shadow_staticworldlights.integer)
-                                       R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
-                               else
-                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
-                               if (r_drawentities.integer)
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
-                       }
-
-                       if (!visiblevolumes)
-                       {
-                               if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
-                                       R_Shadow_Stage_LightWithShadows();
-                               else
-                                       R_Shadow_Stage_LightWithoutShadows();
-
-                               // calculate world to filter matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                               ent = &cl_entities[0].render;
-                               if (ent->model && ent->model->DrawLight)
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       if (r_shadow_staticworldlights.integer)
-                                               R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                       else
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                               }
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
-                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                               {
-                                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
-       {
-               for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
-               {
-                       lightradius = rd->cullradius;
-                       clipmins[0] = rd->origin[0] - lightradius;
-                       clipmins[1] = rd->origin[1] - lightradius;
-                       clipmins[2] = rd->origin[2] - lightradius;
-                       clipmaxs[0] = rd->origin[0] + lightradius;
-                       clipmaxs[1] = rd->origin[1] + lightradius;
-                       clipmaxs[2] = rd->origin[2] + lightradius;
-                       if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                               continue;
-
-                       cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
-                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
-                       if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
-                       {
-                               if (!visiblevolumes)
-                                       R_Shadow_Stage_ShadowVolumes();
-                               ent = &cl_entities[0].render;
-                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent != rd->ent)
-                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
-                                       }
-                               }
-                       }
-
-                       if (!visiblevolumes)
-                       {
-                               if (r_shadow_dlightshadows.integer && gl_stencil)
-                                       R_Shadow_Stage_LightWithShadows();
-                               else
-                                       R_Shadow_Stage_LightWithoutShadows();
-
-                               // calculate world to filter matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                               ent = &cl_entities[0].render;
-                               if (ent->model && ent->model->DrawLight)
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                               }
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
-                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                               {
-                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if (visiblevolumes)
-       {
-               qglEnable(GL_CULL_FACE);
-               qglDisable(GL_SCISSOR_TEST);
-       }
-       else
-               R_Shadow_Stage_End();
-}
+       // break apart the view matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
 
-static void R_SetFrustum (void)
-{
        // LordHavoc: note to all quake engine coders, the special case for 90
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
 
        // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
        PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
        frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
        PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
        frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
        PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
        frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
        PlaneClassify(&frustum[3]);
 }
 
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
-       if (!cl.islocalgame)
-       {
-               if (r_fullbright.integer != 0)
-                       Cvar_Set ("r_fullbright", "0");
-               if (r_ambient.value != 0)
-                       Cvar_Set ("r_ambient", "0");
-       }
-
-       r_framecount++;
-
-       // break apart the viewentity matrix into vectors for various purposes
-       Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
-       VectorNegate(r_viewleft, r_viewright);
-
-       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-
-       R_AnimateLight();
-}
-
-
 static void R_BlendView(void)
 {
        rmeshstate_t m;
@@ -813,12 +560,12 @@ static void R_BlendView(void)
        R_Mesh_Matrix(&r_identitymatrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
 
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(true);
        GL_DepthTest(false); // magic
-       GL_VertexPointer(vertex3f);
        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
        r = 64;
        vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
@@ -833,86 +580,160 @@ static void R_BlendView(void)
        R_Mesh_Draw(3, 1, polygonelements);
 }
 
+void R_UpdateWorld(void)
+{
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       if (r_shadow_realtime_world.integer && !gl_stencil)
+       {
+               Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+               Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+       }
+
+       // don't allow cheats in multiplayer
+       if (!cl.islocalgame && cl.worldmodel)
+       {
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
+       }
+
+       R_Textures_Frame();
+       R_UpdateFog();
+       R_UpdateLights();
+}
+
+void R_RenderScene(void);
+
 /*
 ================
 R_RenderView
-
-r_refdef must be set before the first call
 ================
 */
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
+void R_RenderView(void)
 {
-       entity_render_t *world;
        if (!r_refdef.entities/* || !cl.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
+       
+       r_view_width = bound(0, r_refdef.width, vid.realwidth);
+       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_z = 0;
+       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_TimeReport("setup");
 
-       if (r_shadow_realtime_world.integer)
-       {
-               if (!gl_stencil)
-               {
-                       Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
-               }
-       }
-
-       world = &cl_entities[0].render;
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
 
-       // FIXME: move to client
-       R_MoveExplosions();
-       R_TimeReport("mexplosion");
+       R_RenderScene();
 
        qglPolygonOffset(0, 0);
-       qglEnable(GL_POLYGON_OFFSET_FILL);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+
+       R_BlendView();
+       R_TimeReport("blendview");
+       
+       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_ScissorTest(false);
+}
+
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+       entity_render_t *world;
+       
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
+
+       r_framecount++;
+
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-       R_Textures_Frame();
-       R_SetupFrame();
        R_SetFrustum();
-       R_SetupFog();
+
+       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       if (gl_stencil && (r_shadow_realtime_world.integer || (r_shadow_realtime_dlight.integer && r_shadow_realtime_dlight_shadows.integer)))
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
        R_SkyStartFrame();
-       R_BuildLightList();
-       R_TimeReport("setup");
 
        if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
                cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-
+       world = &cl_entities[0].render;
        R_WorldVisibility(world);
        R_TimeReport("worldvis");
 
-       R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
        R_MarkEntities();
-       r_farclip = R_FarClip_Finish() + 256.0f;
-       if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
-       else
-               GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
-       GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
        R_TimeReport("markentity");
 
-       qglDepthFunc(GL_LEQUAL);
-
-       R_Mesh_Start();
        R_MeshQueue_BeginScene();
 
        R_Shadow_UpdateWorldLightSelection();
 
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.025, 0.025, 0, 1);
+       if (world->model && world->model->DrawSky)
+       {
+               world->model->DrawSky(world);
+               R_TimeReport("worldsky");
+       }
+
        if (R_DrawBrushModelsSky())
                R_TimeReport("bmodelsky");
 
-       // must occur early because it can draw sky
-       R_DrawWorld(world);
-       R_TimeReport("world");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       if (world->model && world->model->Draw)
+       {
+               world->model->Draw(world);
+               R_TimeReport("world");
+       }
 
        // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0, 0.015, 0, 1);
+
        R_DrawModels();
        R_TimeReport("models");
 
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0, 0, 0.033, 1);
        R_ShadowVolumeLighting(false);
        R_TimeReport("rtlights");
 
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.1, 0, 0, 1);
+
        R_DrawLightningBeams();
        R_TimeReport("lightning");
 
@@ -931,23 +752,20 @@ void R_RenderView (void)
        R_DrawWorldCrosshair();
        R_TimeReport("crosshair");
 
-       R_BlendView();
-       R_TimeReport("blendview");
-
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer)
+       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
 
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-       qglPolygonOffset(0, 0);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
 }
 
 /*
@@ -961,10 +779,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_DepthTest(true);
        R_Mesh_Matrix(&r_identitymatrix);
 
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
-
-       R_Mesh_GetSpace(8);
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
@@ -973,7 +787,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
        vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
        vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
-       GL_ColorPointer(color);
        R_FillColors(color, 8, cr, cg, cb, ca);
        if (fogenabled)
        {
@@ -987,6 +800,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        c[2] = c[2] * f1 + fogcolor[2] * f2;
                }
        }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_color = color;
+       R_Mesh_State(&m);
        R_Mesh_Draw(8, 12);
 }
 */
@@ -1033,7 +850,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        R_Mesh_Matrix(&ent->matrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = nomodelvertex3f;
 
        if (ent->flags & EF_ADDITIVE)
        {
@@ -1051,11 +868,10 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
                GL_DepthMask(true);
        }
        GL_DepthTest(true);
-       GL_VertexPointer(nomodelvertex3f);
        if (fogenabled)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               GL_ColorPointer(color4f);
+               m.pointer_color = color4f;
                VectorSubtract(ent->origin, r_vieworigin, diff);
                f2 = exp(fogdensity/DotProduct(diff, diff));
                f1 = 1 - f2;
@@ -1070,12 +886,13 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               GL_ColorPointer(color4f);
+               m.pointer_color = color4f;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               GL_ColorPointer(nomodelcolor4f);
+               m.pointer_color = nomodelcolor4f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(6, 8, nomodelelements);
 }
 
@@ -1132,17 +949,10 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        }
 
        R_Mesh_Matrix(&r_identitymatrix);
-       GL_Color(cr, cg, cb, ca);
-       GL_VertexPointer(varray_vertex3f);
        GL_BlendFunc(blendfunc1, blendfunc2);
        GL_DepthMask(false);
        GL_DepthTest(!depthdisable);
 
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(texture);
-       m.pointer_texcoord[0] = spritetexcoord2f;
-       R_Mesh_State_Texture(&m);
-
        varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
        varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
        varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
@@ -1155,6 +965,13 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
        varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr, cg, cb, ca);
        R_Mesh_Draw(4, 2, polygonelements);
 }